oldRPG Revival 3.0
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- Graphical God
- Posts: 482
- Joined: Wed Jan 05, 2011 8:05 am
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Re: oldRPG Revival 1.2
http://opengameart.org is probably a good place to start.
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~
Re: oldRPG Revival 1.4
Very thrilled to see this happening, very much looking forward to it =)
"As dying is one of the leading causes of death, you should avoid dying." -rekenner
"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin
"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin
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- Graphical God
- Posts: 482
- Joined: Wed Jan 05, 2011 8:05 am
- Location: There and Back again
Re: oldRPG Revival 1.4
and probably here: http://www.deviantart.com/browse/all/di ... /pixelart/, but you'll have to check for the permissions to use.
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~
Re: oldRPG Revival 1.8
Hey guys! Good job so far, mostly looking good.
One of my few questions is: Is there any chance you might consider not doing pixel filtering for things like talent icons?

Things like these simply don't look good, and look like there's a weird graphical glitch with the game instead, but that's just me
Keep up the good work.
One of my few questions is: Is there any chance you might consider not doing pixel filtering for things like talent icons?

Things like these simply don't look good, and look like there's a weird graphical glitch with the game instead, but that's just me

Keep up the good work.
"As dying is one of the leading causes of death, you should avoid dying." -rekenner
"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin
"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin
Re: oldRPG Revival 1.8
Yea, because the talents are on one huge 4096 x 2048 sheet, running it through the pixel filter with only 30 colors defined made some images with smooth gradients come out really gnarly. I've updated the filter to allow 200+ colors and touched up some of the problem children by hand. It will be included in the next version, but you can get it here seperately before then: http://www.filedropper.com/ts-gfx-talents-effects1
If you still don't dig it, just delete the file from the mod. That should restore the original talent icons, while still leaving everything else.
If you still don't dig it, just delete the file from the mod. That should restore the original talent icons, while still leaving everything else.
Re: oldRPG Revival 1.9
FYI - You have a "bug" (of sorts) in that the unique weapon/armor art in the "special" folders for each race has incorrect naming. Most of the left-handed assets that are labeled "left" show the item on the left side of the image, but they should be on the opposite side as "Left" is to infer the hand - looking at the someone holding something in their left hand would place it to the right of them from your pov, iow.
The issue is similar with right-handed assests. Essentially, the right and left images needs to have their "left_"/"right_"-name-beginnings switched, plus a few who have names ending with "left.png"/"right.png" (a few are names properly).
With the way things are setup now, if you place a unique in the off hand (left hand), it renders on the opposite side of where it should, so if you are dual wielding, both weapons will appear in the same hand. I have no used a shield, so it is proabably a similar thing would happen here (your main hand weapon would render behind or in-front of the shield. Obviously if you were using two uniques or two normal items, this would not manifest.
You access my public OneDrive folder to compare human-male specials with an older version I fixed (just the human-males) with the latest version which I have also uploaded - feel free to use the location to your hearts content (I will be a OneDrive user till I die, so, have at it) - just keep anything posted there legal, of course lol - https://onedrive.live.com/redir?resid=3 ... =folder%2c OR http://1drv.ms/1k94mn3 (the files for 1.9 are still uploading as I type this, but the older version with the human-males fixed is already up)
EDIT - Since 2.0 fixed the bug I talked about here, only the 1.8 music and 2.0 tiles (zipped and otherwise) are on my OneDrive.
On a completely different note - anyone know how to mod a save file so that mods installed after a playthrough has begun can be used? I imagine it's as simple as unzipped the proper files and adding mod-names to a list, or something. Even if it's more than that, I have no problem EDIT - NVM, after some help from the mod maker, it was just what I thought I had to do. Gewd!
The issue is similar with right-handed assests. Essentially, the right and left images needs to have their "left_"/"right_"-name-beginnings switched, plus a few who have names ending with "left.png"/"right.png" (a few are names properly).
With the way things are setup now, if you place a unique in the off hand (left hand), it renders on the opposite side of where it should, so if you are dual wielding, both weapons will appear in the same hand. I have no used a shield, so it is proabably a similar thing would happen here (your main hand weapon would render behind or in-front of the shield. Obviously if you were using two uniques or two normal items, this would not manifest.
You access my public OneDrive folder to compare human-male specials with an older version I fixed (just the human-males) with the latest version which I have also uploaded - feel free to use the location to your hearts content (I will be a OneDrive user till I die, so, have at it) - just keep anything posted there legal, of course lol - https://onedrive.live.com/redir?resid=3 ... =folder%2c OR http://1drv.ms/1k94mn3 (the files for 1.9 are still uploading as I type this, but the older version with the human-males fixed is already up)
EDIT - Since 2.0 fixed the bug I talked about here, only the 1.8 music and 2.0 tiles (zipped and otherwise) are on my OneDrive.
On a completely different note - anyone know how to mod a save file so that mods installed after a playthrough has begun can be used? I imagine it's as simple as unzipped the proper files and adding mod-names to a list, or something. Even if it's more than that, I have no problem EDIT - NVM, after some help from the mod maker, it was just what I thought I had to do. Gewd!

Last edited by BINARYGOD on Tue Nov 17, 2015 7:49 pm, edited 2 times in total.
Re: oldRPG Revival 2.0
Whenever I use this mod or the music one (and this was true before they were separated) I get the following error when entering a new game:
"online profile disabled due to invalid addon hash"
Any way to fix this or work around it?
"online profile disabled due to invalid addon hash"
Any way to fix this or work around it?
Re: oldRPG Revival 2.0
I think the addon needs to be published on te4.org or it will invalidate your save. Basically, if an addon is not published then the game doesn't know whether you've tampered with the files for cheating purposes. There might be a way around this, but this is my understanding of how it works.
Re: oldRPG Revival 2.0
I've tried publishing it, always get "already exists", or "can't join" or just simply "uhoh", which I admit is kind of funny.
Re: oldRPG Revival 2.0
If you're having issues publishing/updating an addon, you may want to come into the IRC channel #tome@irc.rizon.net and ask DarkGod for help when he's online.
Re: oldRPG Revival 2.0
Weird, you would thing the word "revival" in the title would not cause a collision with the mod this one is based on.krazycure wrote:I've tried publishing it, always get "already exists", or "can't join" or just simply "uhoh", which I admit is kind of funny.
Re: oldRPG Revival 2.0
Hey KrazyCure, I haven't checked but I'm willing to bet that the "mod already exists" message is showing up because the short_name of the mod is still oldrpg (I haven't checked to see if this is truly the case, though). I had tried to publish the changes I had made several weeks ago - before I sent you the changes - and ran into that problem. You'll probably have to change the short_name from oldrpg to something such as oldrpgrevival. Note that, in my attempts to upload a previous version, I registered oldrpgtiles and, I think oldrpgtileset. I was unsuccessful 
I suppose I'll check the init.lua to see if this is actually the case and get back to you...
Edit: Ok, I just checked and noticed that your short_name has indeed been changed. One thing that may still be causing problems within the mod is that the folder with the new gfx tiles is still named oldrpg. I'm not sure if this causes problems. When I was fooling around with it I couldn't get the program to see the tiles if that folder had any other name though...
I guess the only thing I would suggest is to try changing the short name again. I can't imagine that having dashes changes anything in the mod, but it might be worth removing them to see if you can get it to work.
I hope some of this helps. I was unsuccessful in my attempts to get a mod up, so hopefully you are met with more success.

I suppose I'll check the init.lua to see if this is actually the case and get back to you...
Edit: Ok, I just checked and noticed that your short_name has indeed been changed. One thing that may still be causing problems within the mod is that the folder with the new gfx tiles is still named oldrpg. I'm not sure if this causes problems. When I was fooling around with it I couldn't get the program to see the tiles if that folder had any other name though...
I guess the only thing I would suggest is to try changing the short name again. I can't imagine that having dashes changes anything in the mod, but it might be worth removing them to see if you can get it to work.
I hope some of this helps. I was unsuccessful in my attempts to get a mod up, so hopefully you are met with more success.
Re: oldRPG Revival 2.0
Dashes in the short name are fine, but the short name does need to be unique. The pathing for addon files (at least Data files) is typically /data-shortname/... so the short name does matter in that case.
Re: oldRPG Revival 2.0
So, that brings up a good point. When you select the custom tileset, it reads "Old RPG", however, nowhere in the mod that I can find, does it specifically say Old(Space)RPG.
So, where is it getting that text from? I notice there is a custom tiles option, seperate from the Modern / ASCII / Old RPG options. Is it possible the Old RPG tileset is recognized by TOME because it's hard coded to recognize the "oldrpg" folder?
It doesn't seem to matter what I make the shortname, but like Chrambro said, if we change the data/gfx/oldrpg folder to ANYTHING else, it no longer loads the tiles. So what gives?
So, where is it getting that text from? I notice there is a custom tiles option, seperate from the Modern / ASCII / Old RPG options. Is it possible the Old RPG tileset is recognized by TOME because it's hard coded to recognize the "oldrpg" folder?
It doesn't seem to matter what I make the shortname, but like Chrambro said, if we change the data/gfx/oldrpg folder to ANYTHING else, it no longer loads the tiles. So what gives?
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- Spiderkin
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Re: oldRPG Revival 2.0
modules\tome\dialogs\GraphicMode.lua, Line 39
Would need to alter that file and add a new line for whatever you change it to I suspect. If you want it to be it's own option anyway.
You can poke through that file to see how the whole process works and figure out the custom tileset bit probably.
Code: Select all
if fs.exists("/data/gfx/oldrpg") then tiles_packs.oldrpg = {name= "Old RPG", order=4} end
You can poke through that file to see how the whole process works and figure out the custom tileset bit probably.
<astralInferno> poor stunt
<astralInferno> you suffer so that others may suffer in the intended way
Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/
<astralInferno> you suffer so that others may suffer in the intended way
Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/